vkd3d: Prefer cached memory for readback heaps.

Reading uncached memory is slow.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2019-03-04 13:15:16 +01:00 committed by Alexandre Julliard
parent e20ddc48a6
commit 7858eb6a83
1 changed files with 20 additions and 10 deletions

View File

@ -24,21 +24,26 @@ static unsigned int vkd3d_select_memory_type(struct d3d12_device *device, uint32
const D3D12_HEAP_PROPERTIES *heap_properties, D3D12_HEAP_FLAGS heap_flags)
{
const VkPhysicalDeviceMemoryProperties *memory_info = &device->memory_properties;
VkMemoryPropertyFlags required_flags;
unsigned int i;
VkMemoryPropertyFlags flags[2];
unsigned int i, j, count = 0;
switch (heap_properties->Type)
{
case D3D12_HEAP_TYPE_DEFAULT:
required_flags = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
flags[count++] = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
break;
case D3D12_HEAP_TYPE_UPLOAD:
flags[count++] = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
break;
case D3D12_HEAP_TYPE_CUSTOM:
FIXME("Custom heaps not supported yet.\n");
/* fall-through */
case D3D12_HEAP_TYPE_UPLOAD:
case D3D12_HEAP_TYPE_READBACK:
required_flags = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
flags[count++] = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
| VK_MEMORY_PROPERTY_HOST_CACHED_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
flags[count++] = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
break;
default:
@ -46,12 +51,17 @@ static unsigned int vkd3d_select_memory_type(struct d3d12_device *device, uint32
return ~0u;
}
for (i = 0; i < memory_info->memoryTypeCount; ++i)
for (j = 0; j < count; ++j)
{
if (!(memory_type_mask & (1u << i)))
continue;
if ((memory_info->memoryTypes[i].propertyFlags & required_flags) == required_flags)
return i;
VkMemoryPropertyFlags preferred_flags = flags[j];
for (i = 0; i < memory_info->memoryTypeCount; ++i)
{
if (!(memory_type_mask & (1u << i)))
continue;
if ((memory_info->memoryTypes[i].propertyFlags & preferred_flags) == preferred_flags)
return i;
}
}
return ~0u;